
RULES OF PLAY PLAY
6.1
6.2
6.3

8.2
6.1
6.2
6.3
8.2
Designer: John H. Bu erfield
Developer: Bob Heinzmann
Ar st: Bruce Yearian
Package Design: Bruce Yearian
Rules Layout: Bruce Yearian
Playtesters: Andrew Maly, Thomas Pratuch, Forest Cole, James Terry, George Young, David Wilkenson, and Brian Asklev
Proofreader: Maurice Fitzgerald
Project Director: John Kranz
WWII Commander: Market-Garden is the second volume in the WWII Commander series of fast-playing two-player games on key campaigns of the Second World War.
Market-Garden recreates the Western Allied airborne and ground offensive to seize a bridgehead across the Nederrijn (Lower Rhine) River in September 1944. Three and a half Allied airborne divisions dropped behind German lines to hold a corridor of bridges across a series of rivers and canals in Holland un l ground forces could link up to cross into the industrial heart of Germany. Although the opera on pierced 60 miles into the German lines its primary objec ve proved to be “a bridge too far” as the Germans defeated the paratroopers holding the Nederrijn crossing at Arnhem, before ground forces could link up. Each player controls pieces represen ng the opposing Allied or German forces in Opera on: Market-Garden. The game covers seven days of the ba le, in 13 half-day game-turns, each consis ng of several alterna ng player impulses in which a player ac vates a por on of their pieces to move and a ack. The Allied Player wins by achieving objec ves to earn sufficient victory points; the German Player wins by preven ng an Allied victory.
The playing map is divided into named spaces bounded by border lines, rivers and canals. Each space represents an area roughly 5 kilometers across and is assigned a terrain type: Clear, mixed, woods, city or polder (so , reclaimed farmland).
● Spaces that share a border, river boundary or canal boundary are adjacent. Spaces that meet only at a vertex are not adjacent. For example, De Groote (on the south edge of the map) is adjacent to Westerhoven but not to Bergeijk.
● Some spaces also contain a town.
● Woods, ci es and spaces with towns have a defender hit reduc on value.
● Rivers and canals act as boundaries between spaces and affect the movement of pieces.
● Roads traverse some spaces and cross rivers and canals at bridges. The primary road of the ba le, labeled Club Route, runs down the center of the map’s length.
● Spaces along Club Route marked with VP values are Allied Objec ve spaces.
● Some spaces are marked as a supply source for a specific Allied forma on.
O
ff-Map Boxes specific to each German forma on border the west, north and east edges of the game map. German units in these boxes can move to and from adjoining spaces on the map and can move to adjacent connected off-map boxes.
The board also includes:
● A key explaining all map features and their effects on movement and combat
● A track for marking the passing of game-turns. Each box of the track contains informa on specific to that gameturn.
● A track for no ng passage of me during each gameturn,
● A track and boxes for holding eliminated units and marking victory points earned for their elimina on,
● A weather marker box and key.
Military units. The forces commanded by the players are called units. Each unit consists of one to three 1- or 2-sided counters. Each counter face represents the unit at a different strength, ranging from one to six strength points. Only one counter for a unit is in play at any given me, with the side of the counter indica ng the unit’s current strength face-up.
● Unit name: The historical name of the unit, usually deno ng a division, brigade, regiment or ad hoc ba le group. All counters for a given unit show the same unit name.
● Unit Type: A symbol indica ng one of several unit types. Unit type affects movement and combat capabili es. Airborne and glider infantry are iden cal to leg infantry, and glider recon is iden cal to recon. All Allied airborne unis are elite (indicated by a red unit type symbol), gaining a benefit when defending in combat.
● Forma on: Each unit is part of a parent forma on denoted by color. German forma ons are the 15th Army, 1st Parachute Army and IISS Panzer Corps. Allied Forma ons are 30 Corps (the ground forces) and three airborne divisions – The US 82nd the US 101st, and the Bri sh 1st with the Polish 1st Brigade a ached. Allied units in or a ached to any airborne forma on are referred to as “airborne units.” Forma on affects ac va on, supply, combat modifiers and German off-map movement.
● Strength: A unit’s strength determines the number of dice rolled for the unit in combat. A unit loses strength as it incurs hits in combat and may gain strength via replacements. A unit’s current strength is shown on the face of the counter currently in play for that unit. A change in strength is indicated by flipping the unit’s counter or replacing it with a counter for the same unit showing the adjusted strength.
● Hit Chance: The base chance that a combat die roll for the unit will achieve a hit against an enemy unit. For example, a unit with a hit chance of 3 will hit an enemy unit on a die result of 1, 2 or 3. Certain armor units have two hit chances, indica ng that the unit is an elite armor unit. The higher chance is used when a acking, the lower chance when defending.
● Star ng space name. Units with a space name on their full-strength counter face (only) start the game in that map space or off-map box, with that full strength side of the counter facing up.
● Arrival Game-turn and Loca on. Units with a Gameturn number on their full-strength counter face (only) enter play on the Game-turn indicated. German units also show the ID of the off-map box in which they are placed.
● VP value. A value of 1 or 2 Victory Points appears on the 1-strength counter face of some units, indica ng an award to the opposing side when the unit is eliminated.
Markers. Various markers are placed on the map, on units or on tracks to indicate status.
Ac va on Cubes. These are placed on units as each is ac vated, to show that the unit is spent and can’t be ac vated again in the current game-turn. All ac va on cubes are removed from units at the start of each gameturn.
● German Order of Ba le (OB) Display
● Allied Order of Ba le Display
● Key Rules Summaries (2 iden cal)
The game includes seven 10-sided dice, each for rolling a number from 1 to 10.
WWII Commander: Market-Garden contains the following:
• One 22” x 34” mounted map
• Two sheets of counters
• Allied and German Order of Ba le Displays
• 40 Wooden tokens
• 50 Ac va on cubes
• One Rules Book
• Two iden cal Player Aid Cards (double sided)
• Seven ten-sided dice
If any parts are damaged or missing please contact:
Compass Games, LLC PO Box 278
Cromwell, CT 06416
Phone: (860) 301-0477
E-mail: support@compassgames.com
Online game support is available. Visit us on the web: h ps://www.compassgames.com
You can also use the URL or QR code to reach Compass Games online: h ps://linktr.ee/compassgames
WWII Commander: Market-Garden is played in gameturns, each represen ng one half day of me, beginning September 17 and ending September 23, 1944, if neither side has achieved victory before then. Odd-numbered game-turns are PM turns; even-numbered game-turns are AM turns. Each game-turn proceeds in the following sequence:
At the start of each game-turn (except Turn 1) the players conduct the following ac vi es in order:
1. Time reset. Place the Time marker in the START box of the Time track.
2. Weather Determina on. The weather is clear on Gameturn 1. On every turn therea er, the German player rolls one die and consults the Weather Table on the game map to determine if the weather is Clear or Overcast.
3. Ac va on reset. Remove ac va on cubes from all units.
4. Supply check. All units are in supply on Game-turn 1. Beginning on Game-turn 2, the Allied Player, then the German Player, checks the supply status of their units on the map, placing or removing Out of Supply (OOS) markers or Low Supply markers as called for.
5. Reinforcements. Beginning on Game-turn 2, both players place their reinforcement units scheduled to enter play this game turn on the map; ini a ve player first.
6. Replacements. Beginning on Game-turn 6, both players assign available replacement strength points to their eligible units; Allied player first.
A er comple ng the above ac vi es, the players conduct impulses un l the end of the game-turn.
IMPULSES
Ini a ve. The players alternate impulses, beginning with the player with the ini a ve. The Allied player has the ini a ve on Game-turns 1,2 and 3 and on every clear weather game-turn therea er. The German Player has the ini a ve on every overcast weather game-turn a er Game-turn 3.
Ac va on. In your impulse, select and ac vate one or two units that are not yet spent. A unit must be in a map space or in a German off-map box in order to be ac vated. Two units in different spaces may be ac vated only if in the same forma on and able to move to the same space.
● A unit may be ac vated while another unit in the same space is not.
● Ac vated units may move. Two units ac vated in the same space may end movement in different spaces. Two units ac vated in different spaces must end movement together in the same space.
● A er movement is completed, ac ve units in an enemycontrolled space must a ack the enemy units in the space. Ac ve units in a friendly-controlled space with enemy units may a ack those units, at your op on.
● An unspent supplied unit in a space with a friendly ac ve a acking unit is also ac vated for that a ack and becomes spent.
Place ac va on cubes. At the end of your impulse place an ac va on cube on every unit ac vated in the impulse to show that the unit is spent and can’t be ac vated again in the current game-turn.
Passing. The German player may pass their impulse at any me. The Allied player may pass their impulse if all Allied units are spent or if the German player passed on their last impulse. Otherwise the Allied player must ac vate at least one unspent unit on their impulse, even if that unit does nothing. Passing does not prevent ac va ons on subsequent impulses. If both players pass in sequence, the game-turn ends, regardless of the me.
Passage of Time. Players receive up to twelve impulses each in the game-turn, tracked by the Time marker on the Time track. Each me the player without the ini a ve completes an impulse (by ac va on or passing) that player advances the Time marker one box along the me track. The player with the ini a ve does not move the Time marker.
The game-turn ends in one of three ways:
● when the Time marker enters the END box of the Time track;
● when all units of both players units are spent;
● if both players pass on successive impulses.
Advance the Game-turn marker one box along its track and start the next game-turn.
In the Allied impulse the Allied player may ac vate one or two Allied units within the depicted area. The Allied player has the following op ons:
• Ac vate both units in Best to a ack the German unit there.
• Ac vate both units in Best to move out of Best, into the same space or into different spaces.
• Ac vate both units in Best, moving one out and leaving the other to a ack the German unit in Best.
• Ac vate one unit in Best to move out of Best, leaving the other unit in Best unac vated.
• Ac vate the unit in Nederwe en to move and possibly a ack.
• Ac vate the armor unit in Zon to move and possibly a ack. This ac va on can’t include the other unit in Zon because it is marked spent.
• Ac vate the 30C units in Nederwe en AND Zon and move them both to St. Oedenrode to a ack the German unit there. This ac va on is allowed even though the units start in different spaces because they are in the same forma on and will move to the same space.
• Ac vate the unit in Doerhoek to move and possibly a ack. The Allied player can’t ac vate the two airborne infantry units in Best and Doerhoek even though they are in the same forma on, because they are unable to move to the same space.
The player without the ini a ve advances the Time marker one space along the Time track at the end of their impulse, whether they ac vate units or pass. The player with the ini a ve does not advance the Time marker.
When the player without the ini a ve advances the Time marker into the END space of the me track, the gameturn immediately ends. The game-turn also ends if both players pass their impulses consecu vely, regardless of the loca on of the Time marker.
Every space on the board is controlled by either the German or Allied side. A space occupied solely by units of one side is controlled by that side. An empty space is controlled by the last side to have units in that space. At the start of play, all spaces occupied solely by Allied units are Allied-controlled, and are marked with Allied control markers. All other spaces – empty, or occupied by opposing units, or solely occupied by German units -- are German controlled. The absence of an Allied control marker in a space indicates German control.
When a German-controlled space becomes Allied controlled, place an Allied control marker there. When an Allied-controlled space becomes German controlled, remove the Allied control marker. A space occupied by units of both sides is referred to as contested but remains controlled by the last player to have control of the space. If all of the controlling player’s units are eliminated or move out of the contested space, the other side gains control of the space.
In the illustra on, every space without a control marker is German-controlled, while every space with an Allied control marker is Allied-controlled.
• Weebosch is an empty German-controlled space.
• Luyksgestel is an empty Allied-controlled space.
• DeGroote is Allied-controlled and Allied-occupied. It will remain Allied controlled even if the Allied unit there moves away.
• Reithoven is German-controlled and German-occupied.
• Westerhoven is German-controlled and is contested because units of both sides occupy the space. If the German unit leaves Westerhoven while the Allied unit remains, the space will become uncontested and Allied-controlled, noted by placing an Allied control marker at that me.
In your impulse you may move ac ve units one at a me. Each unit moves a number of spaces per ac va on, depending on their type:
Leg infantry: may move one space.
Recon: may move one or two spaces, or may use strategic movement when eligible.
Armor, armored recon and mechanized infantry: may move one or two spaces. However, when moving two spaces the unit can’t end its move in an enemy-occupied polder or woods space unless the moving unit enters the space via a connec ng road. These units may use strategic movement when eligible.
Motorized infantry. Moves like an armor unit, with the added restric on that if moving two spaces, a motorized infantry unit can’t end its move in any enemyoccupied space.
The Allied Player ac vates the two airborne infantry units in Mook. The units are both infantry and so can each move one space. The units can move to two different spaces or can move together to one space, with the following op ons:
• One or both units can move to Groesbeek. Upon doing so an Allied control marker is placed in the space.
• The units can’t move to Cuyk, because movement across an unbridged river is not allowed (except in the special circumstance explained in 6.3).
• One unit can move to Over Asselt. Only one unit can cross a given space’s canal boundary into an enemyoccupied space per ac va on. The other unit could move elsewhere.
• The units can’t move to St. Anna because there are already two Allied units in the space.
The Allied player ac vates the 30 Corps armor unit and recon unit in St Anna. Both units can move two spaces, with the following op ons and restric ons:
• One or both units can move two spaces to Wijchen, passing through Neerbosch. Doing so will make both Neerbosch and Wijchen Allied-controlled.
• Both units can move two spaces to the enemy-occupied space of Over Asselt, passing through Neerbosch. They can’t move to Over Asselt through Mook because a unit can’t cross a canal to enter the second space of its move.
• The recon unit can move two spaces to Ewijk; however, the armor unit can’t. Armor and mech infantry unit types can enter an enemy-occupied polder or woods space as the second space of their move only if entering that space by road.
• Both units can move to the adjacent space of Weurt but must stop there because they crossed an unbridged canal boundary.
• Both units can move to the adjacent space of Nijmegen but must then stop there because the space is enemyoccupied.
• One or both units can move two spaces to Groesbeek, passing through the Allied units in Mook.
• One or both units can move to Nijmegen. Up to two units of each side can occupy a space.
• Only one unit can move to Hengstal, because there is already one Allied unit in the space.
• One unit can move two spaces to Hengstal. They can’t both move to Hengstal because there is already one friendly unit in the space.
Movement is affected by control status and enemy units in the moving unit’s space and the space it is moving to.
● A unit in a friendly-controlled uncontested space can move into any adjacent space, regardless of enemy presence and control. If the space entered contains enemy units, the moving unit must stop. If the space entered is empty and enemy-controlled, it immediately becomes friendly-controlled, and the unit may con nue moving, if otherwise able.
● A unit in a friendly-controlled contested space can move into any friendly-controlled adjacent space. If the space entered is contested, the moving unit must stop. The unit can’t move directly into a space that is enemycontrolled, even if contested.
The Allied player wants to move two units into Wijchen to a ack the German unit there. If he ac vates the two units in Appeltern, the Recon unit can move two spaces to Wijchen but the armor unit can’t. An armor unit can’t enter an enemy-occupied polder or woods space as the second space of its move unless entering via road. If he ac vates the two units in St Anna the Armor unit there could move two spaces by road to Wijchen but the motorized infantry unit can’t because it is not allowed to move two spaces into a space containing an enemy unit.
A valid op on would be to ac vate two units from the 30 Corps forma on in different spaces, and move them to the same space. He could move the Recon unit from Appeltern into Wijchen and the Armor unit from St Anna there as well.
The mech infantry unit in Zeeland can’t be one of the two units ac vated to move to Wijchen, because a unit can’t enter a second space by crossing a bridge into an enemyoccupied space. The Airborne unit in Over Asselt can’t be one of the two units ac vated to move to Wijchen because it is in a different forma on.
● A unit in an enemy-controlled contested space can move only to a friendly-controlled uncontested space (excep on: road bridges, below). The unit can’t move directly to a contested space, even if friendly-controlled.
●Two units that move into the same space in the same impulse are considered to enter that space simultaneously.
No more than two friendly units may occupy a given space; thus, a total of four units could occupy a contested space, two friendly and two enemy. Units may move through a space already containing two friendly units (unless conduc ng strategic movement) but may not end their movement there.
The Allied unit in Westerhoven, a friendly controlled uncontested space, can move to any adjacent space, even a contested space and regardless of control.
The Allied unit in Reithoven, a friendly controlled contested space, can move to any adjacent Alliedcontrolled space, even if contested. The unit can’t move to a German-controlled space. The Allied units in Dommelen, a German-controlled contested space, can move to any adjacent uncontested Allied-controlled space. The units can’t move to a contested space or a German-controlled space.
Canals. A unit can move across an unbridged canal boundary. However, a unit that does so can move only one space in its ac va on. Furthermore, no more than one unit can cross a given space’s canal boundary into an enemy-occupied space in a given ac va on.
Rivers. A unit can’t move across an unbridged river boundary. Excep on: See Allied infantry special river crossing and German Pannerden Ferry, below.
Road Bridges. Roads cross river and canal boundaries at road bridges. Units can move across road bridges without restric on except in the following situa ons:
● a unit moving two spaces can’t cross a bridge into an enemy-occupied space;
● no more than one unit can cross a given bridge into an enemy-occupied space in a given ac va on;
● a unit in an enemy-controlled contested space can’t move out of that space by crossing a bridged river boundary unless the space across the river is friendly controlled and friendly-occupied.
Oosterbeek Foot Crossing. This bridge across the Nederrijn between Oosterbeek and Driel exists only for movement and retreat of leg infantry units, and these restric ons apply:
On Game-turn 3, two German motorized infantry units are in Duiven, a space bordered by the Pannerden ferry box. Both units are eligible to move by ferry but only one unit at a me can occupy the ferry box. The German player ac vates one unit and moves it into the ferry box. The unit’s move ends there and the unit is marked spent. On Game-turn 4, the German player ac vates the unit in the ferry box and moves it to Doornenberg, where its
● no more than one unit can move or retreat across the bridge per game-turn;
● a unit can’t cross the bridge into a space containing enemy units.
Allied Infantry Special River Crossing. An Allied leg infantry unit can move one space across an unbridged river boundary if the move starts or ends in a space occupied by a unit of 30 Corps. The 30 Corps unit enabling the move must be unspent and able to trace supply, and becomes spent upon comple on of the airborne unit’s move. Only one unit can conduct this special move per game-turn. A unit making this special move is automa cally in supply for the game-turn following the move.
German Pannerden Ferry. An ac ve German leg or motorized infantry unit of strength 2 or less can use the Pannerden Ferry to cross the Neder Rijn River over the course of two gameturns. As its move for an ac va on the unit can:
● Move from the uncontested Doornenburg or Duiven space into the empty Pannerden Ferry box; or
● Move from the Pannerden Ferry box to the Doornenburg or Duiven space, if that space is German-controlled and uncontested.
Only one unit mee ng the above requirements can occupy the ferry box at a me.
move ends. If the other unit in Duiven is ac vated later in Game-turn 4, it may be moved into the now-empty ferry box.
An Allied airborne infantry unit and a unit of 30 Corps are together in a space with a river boundary. The Allied Player ac vates the airborne unit in Weurt to conduct the special infantry river crossing. He may move the infantry unit across the river to Slijk-Ewijk, placing an Allied control marker there; or to Oosterhaut, crea ng a contested space there and a mandatory a ack against the German unit. At the conclusion of the ac va on both Allied units are spent.
It is an Allied impulse on Game-turn 5. The weather is overcast.
A. The Allied player ac vates the armor unit in Eindhoven and the motorized infantry unit in Zon, using strategic movement to move both units along Club Route to Uden. As the units pass through Doerhoek, Veghel and Uden, those spaces become Allied-controlled. The two units can’t con nue into the German-occupied space of Zeeland.
B. On the next German impulse, the German player ac vates the motorized infantry unit in Oeffelt, using strategic movement to move through German-controlled road spaces to Zeeland. The unit must stop there because the space is German-occupied. No other German units in the depicted area are eligible for strategic movement.
C. In the next Allied impulse, the Allied player ac vates the Armor unit in Waalre, using strategic movement to move it along Club Route as far as Veghel. The 30 Corps unit in Heeze can’t use strategic movement because it is not on Club Route. Allied airborne units can’t use strategic movement at all.
Eligible units may conduct a strategic movement of any number of spaces connected by road, if:
● The unit starts in a space with a road or an off-map box; and
● The unit enters every space by moving along a connec ng road; and
● The unit does not start in or enter an enemy-occupied space; and
● The unit does not enter or move through a space occupied by two friendly units (it may start in such a space).
Addi onal rules for Allied strategic movement:
● The unit must be in 30 Corps
● The unit must start in and enter only Club Route spaces.
● The unit must stop upon entering a space occupied by any Allied 30 Corps unit. The unit may move through a space occupied solely by one Allied airborne unit.
● The unit is allowed to enter empty German-controlled spaces during Strategic Movement. Doing so makes the space Allied-controlled.
Addi onal rules for German strategic movement:
● German leg infantry can’t conduct strategic movement.
● The weather must be overcast. German strategic movement is not permi ed in clear weather.
● The unit can’t enter an empty Allied-controlled space.
● The unit must stop upon entering a space occupied by any German unit.
● A unit moving from an off-map box into a space via a connec ng road can use strategic movement, if otherwise eligible.
German units (only) are placed in off-map boxes when they enter play. German units can move into and out of off-map boxes for their forma on, and can remain there. Each box can hold any number of German units, but only units of the box’s assigned forma on.
● An ac ve unit in an off-map box can move into an adjoining space on the map using regular movement or, if eligible, can move into an adjoining space connected by a road using strategic movement. The unit can con nue its move from the entry space if normally allowed.
● An ac ve unit in an off-map box can, as its en re move, move to an off-map box directly linked by a connec ng line.
● An ac ve unit star ng its move in a map space sharing a border with an off-map box of the unit’s forma on can, as its en re move, move into that off-map box.
Closed Off-Map Boxes. At the start of Game-turn 7, offmap boxes W1, E1 and E2 become permanently closed. Units can’t enter closed off-map boxes. Any units in a closed off-map box at the start of Game-turn 7 are immediately placed in adjoining off-map box W2 or E3, and an ac va on cube is placed on each such unit. That unit is considered spent for Game-Turn 7.
At the start of Game-turn 13, all off map boxes are closed. All German units in off map boxes at that me are eliminated.
The German leg infantry unit in Off-Map box E4 can move to Off-Map box E3, Groesbeek, Zijfflich or Wyler (causing Wyler to become German-controlled).
The German mechanized infantry unit in E4 can move to E3, Groesbeek, Wyler or Zijfflich. It can also move two spaces to Hengstal or Leuth.
The German mechanized infantry unit in Groesbeek can move to E4 only. It can’t move to any space on the map.
The German motorized infantry unit in Hengstal can’t move to E4 becaue it did not start its move adjacent.
A er all movement in an impulse is complete, combat may occur in each space containing ac ve supplied units and enemy units. Combat is at the ac ve player’s op on in a space controlled by the ac ve player’s side. Combat is mandatory if the opposing side controls the space. If combats are occurring in more than one space the ac ve player decides the order in which they are resolved. The ac ve player is considered the A acker in the combat and the non-ac ve player the Defender.
In a given combat, all enemy units in the space are a acked and defend regardless of ac va on status. All ac ve supplied units par cipate in the a ack, as well as any other friendly supplied unit in the space that has not yet been ac vated. Such a unit is considered ac vated upon par cipa ng in the a ack – place an ac va on cube on that unit. Units ac vated previously in the game-turn do not a ack.
To conduct a combat, each player rolls a number of dice (d10) equal to the strength of each of his units par cipa ng in the combat as a acker or defender. Each unit is rolled for separately. For example, if a 4-strength armor unit and a 3-strength infantry unit are a acking, the ac ve player rolls four dice for the armor unit, then rolls three dice for the infantry unit. Although dice are rolled for each unit in sequence, the dice results are considered simultaneous for all units on both sides. That is, rolls for all a acking and defending units are completed before applying any results.
Armor die roll limit in Polder and Woods
Roll no more than two dice for an armor unit a acking or defending in a space with polder or woods terrain. That is, in polder and woods, roll one die for an armor unit with a strength of 1, and roll two dice for an armor unit with a strength of 2 or more.
Each die rolled by an a acking or defending unit has a chance to inflict a hit on the enemy. The base chance for each unit to hit is shown on the unit.
● An elite armor unit has two base hit chances. Use the higher chance when the unit is a acking and the lower when defending.
● An out of supply unit of any type has a base hit chance of 2 when defending, and can’t a ack.
The base hit chance for each die roll is increased or decreased by any modifiers that apply to the combat situa on. Modify each unit’s base hit chance before rolling dice for that unit. A modified hit chance of less than 1 is treated as 1.
A acker Hit Chance Modifiers
● The a acking unit is an Allied 30 Corps unit and the weather is clear: +1
● The defender includes an armor, armored recon, or Allied elite unit: -1
● The combat is in a clear terrain space: +1
● All defending units are out of supply: +2
● The a acking unit entered the space this impulse by crossing a river or canal boundary: -2
Defender Hit Chance Modifiers
● The a acker includes an armor unit: -1
● The combat is in a clear terrain space: +1
● All a acking units entered the space this impulse by crossing a river or canal boundary: +2
As a player rolls dice for their units in the combat, the players keep track of hits scored against their units. A er all combat die rolls are completed, the defending player, then the a acking player, applies all hits against their side by removing strength points from their units, or by retrea ng if defending.
Spaces containing woods terrain, city terrain or a town symbol include a defender hit reduc on value of “-1”, or “-2” for a city. In a combat in the space, reduce the total hits incurred by the defender by this value before applying hits and retreats. For example, if three hits are incurred by units defending in Valkenswaard (a space with a town), the number of hits would be reduced from three to two. Terrain does not reduce hits to a acking units.
City hit reduc on limit: When a force with a total strength of “1” is defending in a city space, treat the hit reduc on value as a “-1” instead of a “-2”.
If the German infantry unit in Best moves to Zon, combat must be ini ated because an Allied unit is in Zon and the space is Allied-controlled. The German armor unit in Zon must also par cipate in the combat, since it has not been ac vated this game-turn.
If the German infantry unit in Herkenshagen moves to St. Oedenrode, combat may be ini ated against the Allied unit there at the German player’s op on, because the space is German-controlled. Note that the German unit in St. Oedenrode would not par cipate in the combat since it is spent.
EXAMPLE 1:
It is Game-turn 3 (18 September PM). The weather is clear. Each combat is during a different Allied impulse.
An Allied armor unit and infantry unit in Eindhoven a ack a German armor unit there.
The Allied player (the a acker) will roll ...
• 4 dice for the Allied armor unit, each roll with a modified hit chance of 5 (a base hit chance of 5, +1 for 30 Corps unit a acking in clear weather, -1 for a defending armor unit);
• 5 dice for the Allied infantry unit with a modified hit chance of 2 (a base hit chance of 3, -1 for a defending armor unit).
The German player (the defender) will roll...
• 2 dice for the German armor unit with a modified hit chance of 3 (a base hit chance of 4 -- using the lower of its two base hit chances when defending, -1 for an a acking armor unit).
An Allied motorized infantry unit in Geldorp a acks an out of-supply German infantry unit.
The Allied player will roll ...
• 6 dice for the motorized infantry unit with a modified hit chance of 8 (a base hit chance of 4, +1 for clear terrain, +1 for 30 Corps unit a acking in clear weather, +2 for all defenders out-of-supply);
The German player will roll ...
• 3 dice for the German infantry unit, with a modified hit chance of 3 (a base hit chance of 2 for being Out of Supply, +1 for clear terrain).
An Allied motorized infantry unit and armor unit move from different spaces across canal boundaries into Zon and a ack a German infantry unit there.
The Allied player will roll ...
• 6 dice for the motorized infantry unit, with a modified hit chance of 3 (a base hit chance of 4, +1 for 30 Corps unit a acking in clear weather, -2 for crossing a canal boundary);
• 2 dice for the armor unit (instead of 3) because the combat is in polder terrain. The modified hit chance is 3 (base hit chance of 4, +1 for 30 Corps unit a acking in fair weather, -2 for crossing a canal boundary).
The German player will roll ...
• 2 dice for the German infantry unit, with a modified hit chance of 4 (a base hit chance of 3, -1 for an a acking armor unit, +2 for all a acking units crossing a canal).
To apply a hit, the player removes one strength point from one of his units involved in the combat. If the player has more than one unit in the combat, assign losses to units as evenly as possible. No unit should receive a second hit in a given combat un l all friendly units in the combat have received a first hit, regardless of size or type.
To remove a unit’s strength point, flip the unit counter or replace it with a counter of matching unit name and type, as appropriate, to show one less strength point. A unit with a strength of 1 that loses a strength point is eliminated. If an eliminated unit has a VP value on its 1-strength side, place it into the Eliminated VP Units box (see Victory, 11.2). An eliminated unit without a VP value is removed from play en rely.
A unit on the a acking side not par cipa ng in the combat (for example, because it was ac vated in an earlier impulse or is out of supply), is not assigned hits from combat.
When applying hits, the defender (only) may choose to retreat all his units in a combat, by moving them from the combat space to an eligible adjacent space. If he chooses to do so, the total number of hits incurred by his units in the combat are reduced by one. A unit that retreats becomes spent if not already spent; place an ac va on cube on the unit.
A space is eligible as a retreat des na on if it is friendlycontrolled, uncontested, adjacent to the space being retreated from, not across an unbridged river boundary and the retreat would not result in more than two friendly units in the space. If there is no eligible retreat space, retreat is not allowed. If there is more than one eligible retreat space the retrea ng player may retreat his units to different eligible spaces. All units in the defending force must retreat if any retreat. Retreat is not allowed into an off-map or the Pannerden Ferry box.
If an a ack eliminates all defending units, surviving a acking armor, armored recon and recon units may move into any adjacent space, regardless of control. If two units are eligible for breakthrough they may advance into different spaces.
• Only one unit may breakthrough across a given canal or bridged river boundary.
• Breakthrough into an enemy occupied space is allowed, and does not trigger combat.
During a German impulse on Turn 3, the German player ac vates an elite armor unit and a mechanized infantry unit in the city space of Arnhem to a ack an Allied airborne infantry unit there. In an earlier impulse in Turn 3 the Germans took control of Oosterbeek, which will affect the Allied unit’s supply status at the start of Turn 4, but not yet.
In the Arnhem a ack, dice will be rolled for all three units, then results will be applied.
• The German armor unit has a modified hit chance of 5 (base hit chance of 6 for elite armor, -1 for elite defender). The armor unit has a strength of 2 so the German Player rolls two dice, ge ng results of 5 and 1, achieving two hits against the Allied unit.
• The German mech infantry unit’s modified hit chance is 3 (base hit chance of 4, -1 for elite defender). The German Player rolls 5 dice and gets 4,6,8,9,10 for zero hits.
• The Allied airborne unit has a modified hit chance of 2 (base hit chance of 3, -1 for firing at armor). The Allied Player rolls five dice with results of 1,2,3,6,7 for two hits against the German units.
Hits are applied against defending units first, then attacking units. The city space has a defender hit reduc on value of 2. This reduces the two hits against the defending Allied units to 0, so no hits are applied. Hits against a ackers are not reduced by terrain, so the two a acker hits are then applied by removing strength from the a acking units as evenly as possible. Each German unit loses one strength point; the German player flips the armor unit to its “1” side and the mechanized infantry unit to its “4” side.
It is Turn 4. The Allied airborne unit in Arnhem can’t trace a supply path and so is marked with an Allied Airborne Low Supply marker. This has no immediate affect on the unit, but more on that later.
On their first impulse of Turn 4 the German Player ac vates their two units in Arnhem and moves them out, in prepara on for moving stronger units in. On the next German Impulse, the two German units in Schaarsbergen move into Arnhem and must a ack the Allied unit there. As it happens the strengths and hit chances are the same as in Example 1.
• The German armor unit has a modified hit chance of 5 and rolls 2 dice with results of 5,5 for 2 hits.
• The German motorized infantry unit has a modified hit chance of 3 and rolls 5 dice with results of 2,3,4,7,8 for 2 more hits.
• The Allied airborne unit has a modified hit chance of 2 and rolls 5 dice with results of 1,4,6,8,8 for 1 hit.
The Allied unit’s total of 4 hits is reduced to 2 by the city hit reduc on value. The Allied unit can’t retreat so both hits must be applied by reducing its strength from 5 to 3. The German Player may assign the 1 German hit to either unit; they choose to reduce the strength of the motorized infantry unit from 5 to 4.
Then, because the Allied airborne unit par cipated in a combat while in Low Supply, the marker is flipped to its Out of Supply side.
The Allied Player ac vates two Allied units in Eindhoven to a ack the German armor unit there.
• If the Allies achieve only 1 hit against the German unit, the hit will be reduced to 0 by the city’s hit reduc on value of -2.
• If the Allies get 2 hits against the German unit, those hits will be reduced by only 1 for the city, per the city hit reduc on limit for 1-step units. The remaining hit must be applied to the German unit. The German player chooses to sa sfy the hit by retrea ng the unit to the German-controlled space of Nuenen, the only space available for retreat of the unit.
• If the Allies achieve 3 or more hits, the German unit will be eliminated. This will also give the Allies a VP, as noted on the unit. Furthermore, the Allied armor unit (only) would be eligible to conduct an immediate breakthrough move to any adjacent space.
A German a ack results in three hits against the Allied units in Mook, which is reduced to two hits by the hit reduc on for woods terrain.
• The Allied player assigns one hit by removing a strength point from unit 505/82.
• The Allied player decides to assign the remaining hit by retrea ng retrea ng both units and marking them spent; instead of removing a strength point from unit B/504/82 (which would eliminate the unit).
The Allied player can --
• retreat both units to the Allied-controlled space of Groesbeek or the Allied-controlled space of Over Asselt, or
• Retreat one unit to Groesbeek and the other to Over Asselt.
The units can’t retreat into --
• Cyuk, because it is across an unbridged river;
• Hengestal or Nijmegen, because they are Germanoccupied;
• St. Anna, because it is already occupied by two Allied units.
A unit must be in supply to operate at full effec veness. Supply state of all units is determined at the start of each game-turn, beginning Game-turn 2. A unit is in supply if in a space from which a supply path of friendly-controlled spaces can be traced to a valid friendly-controlled supply source space. Friendly controlled spaces making up the supply path can be contested and the unit’s own space can be enemy-controlled.
Supply paths can be traced through any type of terrain and boundary, except the path can cross a river boundary only at a road bridge or (if German) at the Pannerden Ferry. Supply can’t be traced across the Oosterbeek foot crossing.
German supply path. The supply path for a German unit can be of any length and must terminate at a Germancontrolled space adjoining a German off-map box for the unit’s forma on. For example, the supply path for a German unit in the IISS Panzer Corps forma on can be traced to any German-controlled space adjoining off-map box N1, N2, N3 or N4
Allied general supply path. The supply path for any Allied unit can be up to three overland spaces long to a road space (coun ng the road space but not the unit’s space). A er three spaces the path may be of any length but all spaces must be con nuously connected by road and terminate at the 30 Corps supply source space of De Groote.
Allied airborne supply sources and paths. Alterna vely, a supply path for an Allied unit in an airborne forma on can be up to four overland spaces long and terminate in a space containing a supply source for the unit’s airborne forma on (coun ng the supply source space but not the unit’s space). Each airborne forma on has two supply source spaces marked on the map. The 1st Airborne forma on may gain a third supply source space on Turn 7 with the arrival of the Polish 1/P1 unit (see Reinforcement rules).
Allied airborne cross-river supply. An Allied airborne unit that conducts the special river crossing (6.3) is automa cally in supply for the following game-turn only.
● If a unit other than an Allied Airborne unit can’t trace a valid supply path at the start of the game-turn, place an Out of Supply (OOS) marker on the unit’s counter, if it doesn’t already have one.
● If an Allied unit in an airborne forma on can’t trace a valid supply path at the start of the game-turn, and does not already have an OOS marker, place a Low Supply marker on the unit’s counter.
● If a unit with a Low Supply or OOS marker can trace supply at the start of the game-turn, remove the marker.
A unit that receives or retains an OOS marker at the start of the game-turn is out of supply for the en re game-turn, with the following effects:
● The unit can move only one space.
● The unit can’t move into an enemy-controlled space containing an enemy unit.
● The unit can’t a ack.
● If a acked, dice are rolled for the OOS unit’s defense with a base hit chance of 2, as noted on the OOS marker.
● In a combat in which all the defending units are OOS, the hit chance of all a acker die rolls is increased by 2.
● The unit can’t receive replacements.
An Allied unit in an airborne forma on with a Low Supply marker does not suffer any OOS effects. However, at the conclusion of a combat in which the unit a acks or defends, replace its low supply marker with an OOS marker. From that point forward the unit is out of supply and suffers all effects thereof.
It is the start of Game-turn 4 and both players are checking supply for all their units, star ng with the Allied player.
• The Allied airborne units in Heelsum are in supply because Heelsum is a friendly-controlled supply source space for the Bri sh 1st Airborne forma on.
• The Allied unit in Doorwerth is in supply because it is adjacent to Heelsum.
• The Allied unit in Wol eze is in supply even though in an enemy-controlled space, because it is adjacent to Heelsum (and to Heide, also a valid supply source space for the forma on).
• The Allied unit in Oosterbeek is in supply. It can trace a supply path from its space, through the friendlycontrolled space of Doorwerth to Heelsum. It does not ma er that Doorwerth is contested.
• The Allied unit in Arnhem is not in supply. It can’t trace a supply path through Elden or Oosterbeek because those spaces are enemy-controlled. The Allied player must place a Low Supply marker on the unit.
Next the German player checks supply. All the German units depicted are in supply because they can trace a supply path to a friendly-controlled map edge hex bordering an Off-Map box for the IISS Panzer Corps forma on. This includes the German units in Alliedcontrolled Doorwerth, which can trace through the
This example assumes that all Club Route spaces from Nederwe en to the 30 Corps supply source space of De Groote are Allied controlled.
A. Units 501/101, 502/101 and 21G/5G can all trace supply through any number of connected road hexes to the 30 Corps supply source. These two 101 units can also trace supply directly to their forma ons’ supply sources in their hex.
B. The 30xxx Recon unit can trace supply through three friendly overland spaces -- Beek, Lieshout and Zon; and then from there by road to the 30 Corps supply source.
C. Unit 506/101 can trace supply through three friendly overland spaces to its forma on’s supply source in Best, or to St. Odenrode and from there by road to the 30 Corps supply source.
D. Unit A/504/82 can trace supply overland to Over Asselt, a supply source for its forma on.
German-controlled space of Renkum, Wol eze or Oosterbeek.
E. Unit B/504/82 cannot trace supply. All spaces adjacent to it are German-controlled.
At the start of each game-turn, both players place their reinforcement units scheduled to enter play this gameturn on the map as follows:
● Each German unit in the off-map box listed on its counter.
● Each Allied 30 Corps unit in DeGroote.
● Each Allied airborne unit in either of the two supply source spaces for the unit’s forma on; Allied player’s choice if more than one space is available.
● The Polish P/1P airborne unit (only) can be placed in either supply source space for the Bri sh 1st Airborne forma on, or in one of three spaces defined on the map as the Polish Drop area. If the unit is placed in a space in the Polish drop area, also place the Polish supply source marker in that space. The marker can’t be moved once placed.
An Allied reinforcement unit can’t be placed in a space that:
● already contains two Allied units, or
● is both enemy-controlled and enemy-occupied.
Delayed Allied Reinforcements. If an Allied reinforcement unit can’t be placed for any reason, its arrival is delayed by one game-turn. Delay may con nue indefinitely. When placing a delayed Allied airborne reinforcement unit, the Allied player may choose to place the unit in the DeGroote space.
At the start of Turn 3, the Allied player is placing the 4P/1AB reinforcement unit in a space marked as a supply source for the 1AB forma on.
• The unit can be placed in Heelsum, even though occupied by a German unit, because the space is Allied-controlled; or
• The unit can be placed in Heide, even though Germancontrolled, because the space is empty.
At the start of even-numbered game-turns beginning with Game-turn 6, both sides receive replacement strength points to build up units that have lost strength.
● First, the Allies receives two replacement points, which the Allied player assigns to two different 30 Corps units not at ini al strength. Units in airborne forma ons can’t receive replacements.
● Then, the Germans receive one replacement point which the German Player assigns to any non-armor unit not at ini al strength.
To assign a replacement point, flip the unit’s counter or replace it with a counter of the matching unit name and type, showing a one-strength increase.
Replacements can’t be assigned to a unit that is at full strength, in a contested space, eliminated, or out of supply. Replacement points not assigned when received are forfeit.
At the start of Turn 6 the Allied player may assign two replacement strength points, each to a different unit of 30 Corps. They assign one point to unit 21G/5/G in Zeeland by flipping the unit’s counter to its full side;
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The Allied Player (only) gains victory points (VP’s), for controlling objec ve spaces and elimina ng certain German units; and loses VPs when Allied units are eliminated. Two VP markers, one for objec ves and one for eliminated units, are used to track current Allied VPs.
Allied objec ve spaces along Club Route are marked with progressively increasing VP values, from 0 VPs in De Groote to 24 VPs in Arnhem. The Allied Objec ve VPs marker starts in De Groote, showing that the Allied Player begins with 0 Objec ve VPs. The Objec ve VPs Marker advances as Allied 30 Corps units gain control of Objec ve spaces. The Allied VP total for objec ves equals the value printed in the space currently occupied by the Objec ve VPs marker.
The Objec ve VPs marker is relocated from its current objec ve space to an objec ve space with a higher VP value the moment that higher-value space is occupied by an Allied 30 Corps unit and is uncontested, and all Club Route spaces from there back to De Groote are simultaneously Allied-controlled and uncontested. For example, the first me the Grave space is uncontested and occupied by a 30 Corps unit and all Club Route spaces from Grave back to De Groote are Allied controlled and uncontested, the Allied Objec ves Marker is advanced to Grave to show that the Allied Player has a total of 10 Objec ve VPs.
Once advanced to a given objec ve space, the marker can’t be moved back to a lower-valued objec ve, even if German units subsequently occupy an intervening Club Route space.
and assign the other point to the unit 32G in Uden by replacing the unit’s counter with its 3-strength counter.
The German player may assign one replacement strength point to a non-armor unit. They replace the 16/7F unit counter in Gassel with the unit’s 2- strength counter.
No other units among those depicted are eligible to receive replacements. Ineligible units include:
• German armor units and Allied airborne units;
• Units in contested spaces;
• Full-strength units.
All Allied units and certain German units are worth Victory Points when eliminated, noted by a VP value of 1 or 2 on the unit’s 1-strength counter face. When such a unit is eliminated by any means, the Allied player gains the indicated VPs if German, and loses the indicated VPs if Allied. Place the unit in the Eliminated VP Units box and mark the gain or loss by moving the Eliminated Unit VPs marker along its track.
Early Allied Victory. The Allied player wins the game if …
● the Eliminated Units VP marker enters the “+7” box of its track; or
● at the beginning of any game-turn, the Allied Objec ve VP marker is located in Arnhem
Early German Victory. The German Player wins the game if
● the Eliminated Units VP marker enters the “-7” box of its track; or
● at the end of Game-turn 8, 10 or 12 the VP value of the space occupied by the Allied Objec ve VP marker is less than the German Victory threshold listed for the gameturn. This victory condi on does not apply if both Nijmegen and Arnhem are Allied-controlled Victory at Game End. If neither player wins early, the winner is determined at the end of Game-turn 13, based on the final Allied VP total, calculated as the sum of the values indicated by the two VP markers at that me. For example, if the Objec ve VP marker is in Nijmegen and the Eliminated Units VP marker is in the “+5” space, the Allies would have 21 VPs
Allied
21
Market Garden is the second game in the WWIIC series. For players familiar with the first game, Ba le of the Bulge, notable rules differences in Market-Garden are here summarized.
• The terms Day and Turn are replaced with Game-turn and Impulse respec vely.
• There are no Surprise Turns.
• A space can be occupied by up to two units of each side (not three).
• Ac va on is by unit, not space. Players select one or two units to ac vate.
• A player may ac vate two units in different spaces, but only if both units are in the same forma on and then move to the same space in that ac va on.
• A unit can move from a friendly-controlled contested space directly to another friendly-controlled contested space.
• A unit in an enemy-controlled space can’t move across a river bridge into an adjacent space unless that space is friendly-controlled and friendly-occupied. (For example, this limits German units in Allied-controlled Arnhem from crossing Arnhem bridge when Elden is unoccupied.)
• The move of a unit to a friendly-controlled contested space, does not trigger a required combat. The owning player may a ack at their op on.
• Allied units in 30 Corps and German non-leg infantry units can conduct strategic movement along roads of poten ally unlimited distance within certain condi ons.
• An Out of supply unit can be ac vated, but its movement is limited to one space. Out of supply units do not suffer a ri on.
• An Allied airborne unit that can’t trace supply at the start of a game-turn enters a state of Low Supply. This state has no effect except that if the unit a acks or defends in combat, it becomes Out of Supply immediately a er resolving the combat.
In 2014, I designed an early version of Market-Garden as a paper prototype for use by Shenandoah Studios in producing an iOS game, to follow up their successful iOS version of my Ba le of the Bulge board game design. When Shenandoah halted opera ons, I put M-G aside.
In 2018, Compass Games published the board game version of Ba le of the Bulge as Volume I of the WWII Commander series. This prompted me to return to M-G and refine its design, applying learnings from BotB and introducing new mechanics specific to the ba le. Here, I would like to acknowledge Bob Heinzmann, the game’s developer. Many refinements to the rules and to play balance are thanks to Bob and his reless work with the playtesters.
Market-Garden uses the Ba le of the Bulge game system with several adjustments, most of which are summarized elsewhere in this rules book. Here are notes on a few other features specific to the Market-Garden campaign:
The combat effec veness of armor is limited in polder and woods. Figh ng vehicles in these terrain types are considered bound to narrow minor roads, allowing only a few to maneuver and fire. Because of this, the strength of an armor unit firing in Polder or Woods can’t exceed “2” regardless of its printed strength.
Strategic Movement is limited AND limitless. Only the most major roads are shown on the map and motorized strategic movement is allowed only along those roads. This keeps the players focused on control of the central “Club Route” highway running the length of the map. On the other hand, an Allied unit conduc ng strategic movement can move an unlimited distance, if no other 30 Corps units are on the road.
Weather in the game is determined by die roll, with different chances of clear or overcast weather occurring in AM and PM turns. Clear weather prevents German strategic movement and increases the hit chance of Allied 30 Corps units when a acking, to reflect the dominance of Allied airpower. Star ng on Game-turn 4, overcast weather gives the German Player the ini a ve, meaning they get the first impulse. Going first can be a big advantage.
Ar llery support is represented in the printed hit chance of some units, especially in 30 Corps. When a unit loses strength, it some mes also suffers a reduc on in its hit chance, represen ng the loss of ar llery support.
Unlike some other games on the subject, there is no bridge blowing func on in M-G. Historically only one bridge depicted on the map (bordering Zon) was destroyed. Given this game’s me and unit scales, the event was not significant and not worth special rules for bridge blowing and repair. And a random bridge blowing system that could result in mul ple bridges blown would doom the Allies.
John Bu erfield January 2023
For historical interest, the following abbrevia ons are used in unit names:
Allied Airborne
A: Airlanding
P: Parachute or Polish
GP: Glider Pilots
K: King’s Own Sco sh Borderers
S: South Staffordshires
Allied 30 Corps
K: King’s Royal Hussars
CG: Coldstream Guards
G: Guards or Guards Armoured
GG: Grenadier Guards
HC: Household Cavalry
IG: Irish Guards
RT: Royal Tank
W: Welsh Guards
German
F or FR: Fallschirmjaeger Regiment
HGD: Herman Goering Depot
KG: Kampfgruppe